Gūru (4e Race)
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Cannibalistic creatures whose powers grow with a feeding, but lose their sanity when hungry
|Average Height: 5'6 -6'2|
|Average Weight: 135-220lb|
|Ability Scores: +2 Constitution, Varies|
|Speed: 6 squares|
|Languages: Common, choice of one other|
|Skill Bonuses: +2 acrobatics, +2 Perception|
|Consumer of Flesh: You cannot eat normal food else become extremely sick. When eating normal food, you become dazed. You can only eat humanoid flesh with no side effects. You must eat every week or you begin losing you sanity. For ever day after a week you go without eating, you take a stacking -2 to checks and attacks.|
|Healing Flesh: When you consume human flesh, you gain regeneration 2 per round, the number of rounds up to the pounds of meat you eat divided by 2. Maximum of six rounds per day.|
|Kagune: You gain the use of a Ukaku, Rinkaku, Bikaku, or Koukaku. (look under Physical Description)|
|Eye's of the Kagune: You have Kakugan. Your eyes change color to red iris and black sclera. This happens when you fight with your Kagune Weapon or when you consume flesh.|
|Release of the Kagune: You use a minor action to release your Kagune|
|Modern Weakness: You are only proficient in simple melee, whither or not your class has proficiency in other weapon categories. You can take feats to gain proficiency in other weapons as normal.|
Long ago, a group of humans split off from the main gene pool, leaving behind their peaceful brothers and becoming a tribe of marauding savages. A single harsh winter caused there food supply to dwindle, and they began to partake in cannilbalism. After that winter, they never stopped. After several generations, they began developing unusual an powerful new organs. They took on the name Gūru, and called their new organs Kagune. Soon their bodies became adjusted to only eating flesh. Other species now look down on these creatures and mutant mutts and things that must be destroyed, but secretly, they live among the humans, eating when they can, and trying to live a normal life.
Gūru look human as far as facial features go. Unless their kakugan is active, they have normal colored eyes and speak just like humans. However, their Kagune are a different matter. Black, purple, red and blue are common colors of these hunting organs.
Rinkaku are often called Shining Scales. They resemble tentacles or other ligament-less appendages that come out of the lower spine. You gain +2 Strength. You gain regeneration 3 ( regeneration 5 at level 11, regeneration 7 at level 21) when you become bloodied. Your kagune is a natural weapon in the mace category, and deals 1d8 damage. Proficiency bonus of +3. It has the reach property and is off handed. This cannot be enchanted.
Ukaku are called the Shining Feathers. They resemble large fans, flames, or wings that can be used to aid attacks and jump and sprout from just below the shoulders.You gain +2 to Dexterity. +2 acrobatics when jumping for falling (+4 at level 11, +6 at level 21) and you gain a +1 to your speed. Your kagune is a natural weapon in the light blade category, and deals 1d6 damage. Proficiency bonus of +3. It has the reach property and is ranged 10. This cannot be enchanted.
Koukaku are the Shining Shell. These look like spikes, blades, razor like ribbon, or other sharp weaponry that protrude from the shoulder blades. You gain +2 Strength. These blood thirsty savage get a +2 damage when bloodied.(+4 at level 11, +6 at level 21) and you get a +1 racial bonus to your AC. Your kagune is a natural weapon in the Heavy Blade category, and deals 1d10 damage. Proficiency bonus of +2. It has the reach property and is off handed. This cannot be enchanted.
Bikaku are known as the Shining tail. Kagune of this nature are long whip like organs but can also resemble animal tails. You gain +2 Charisma. +2 skill checks acrobatics(+4 at level 11, +6 at level 21) and you can use your Kagune for basic functions (holding onto something or moving an object) but not for complex movements (swinging a sword, operating any sort of magical function). Your kagune is a natural weapon in the flail category, and deals 1d8damage. Proficiency bonus of +3. It has the reach property and is off handed. This cannot be enchanted.
Attitudes and Beliefs
There are three distinct attitudes of the Gūru. First, is that they are a superior breed of human, and they are nothing more than cattle who can be slaughtered at will. The second, is that they are equal beings, and only those who do wrong should become food. The third, and the rarest of the views, is that they are lesser beings who deserve nothing more than ridicule and death. Most Gūru align themselves along the Neutral to Evil sides, but some good Gūru do exist.
Gūru tend to live alone, hiding in small dwellings keeping quiet. but sometimes they forge large groups and destroy cities. These don't last long for leader's are hard to find, and those who lead tend to die soon afterwards.
Roleplaying a Gūru
When creating a Gūru adventurer, here are a few points to consider.
Gūru come in different sizes, styles and personalities. Remember that your character is a strong alone, but stronger in a group. You can use the back up, and they can be your food source if need be. Use your environment, including your friends. and many look down upon cannibals so only eat while you're alone.
Gūru Characteristics: Strong, selfish, powerful, controlling, ignorant, willful, fearless, devious
Gūru Male Names: Kaneki, Arima, Suzuya, Tsukiyama, Takizawa, Juuzou, Kishou, Ken, Seidou, Shuu
Gūru Female Names: Eto, Tokua, Kirishima, Aki, Sasada, Akira, kaya, Kimi, Hina, Hikari, Kasuka